Virtual Reality

Exploring the opportunities of VR in Higher Education

Since late 2016, the Learning Innovation team have been investigating VR’s potential application in higher education. We’re interested in how VR might enable new pedagogic practices and, in the posts below, have been musing how it could – or should – be deployed in the future to support curriculum delivery. To do this, the team has been collaborating with colleagues to pioneer the design and development of immersive learning experiences.

Thoughts on Microsoft’s mixed reality announcement

Jamie Daniels | October 4, 2017

Last night Microsoft officially announced six new Mixed Reality headsets from manufacturing partners Dell, Samsung, Acer, Asus, HP and Lenovo. read more

Suitability toolkit

Lawrence Kizilkaya | Sept 1, 2017

If you have an idea for an educational Virtual Reality (VR) experience, our suitability toolkit asks you questions to help you decide whether VR is the right platform for your learning content. It is easy to be taken in by the novelty and appeal of VR, but there are some important aspects of VR which can either make or break a learning experience. read more

Reducing the barrier to VR gesture control

Jamie Daniels | Nov 29, 2016

High-end Virtual Reality (VR) headsets such as the HTC Vive, PSVR and now the Oculus Rift, can all be used with a gesture controller. The big problem with delivering VR solutions to OU students is that they cannot be expected to own expensive equipment, and the kinds of advanced interactions that gesture controllers enable are therefore unavailable for us to use. read more

To VR or not to VR

Lawrence Kizilkaya | Nov 4, 2016

I start my inaugural blog post with some thoughts about Virtual Reality (VR) and its place within the HE sector and education as a whole. In taking up the mantle of designing educational and pedagogically worthwhile VR experiences, it seems a lot has been, and has yet to be, learnt about what VR can bring to our students. read more